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Rolling Cutter

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WepIconDLN003-Cut Rolling Cutter Cutmansprite
RollingCutterWepGif
Weapon code RollingCutterWep
Comes from Mega Man
Weapon color scheme Gray-on-White
Fire rate Slow-Very Slow
Missile speed Slow
Capacity 7 uses
Weapon hotkey/type [4] Short range
Damage 12 >> (Rolling Cutter blade)
Appears in
these maps
MM6BlizzardMM4BrightMM1CutMM8DuoMM1FireMM3GammaMM6PlantStageIconRobotMastersMM7Wily3MM5StarMM4ToadMM2WoodMM6YamatoMeltingmetalEdgeofthedamnWoodmanrevenge

Rolling Cutter throws a huge pair of scissor blades that rips through enemies before boomeranging back to its user, causing heavy damage in the process. Only one Rolling Cutter can be out at any given time; no more can be thrown until the first one returns to its owner. It shines in enclosed areas, as it bounces off walls repeatedly before returning. It can also do damage and pass through walls while returning to its owner. It is a popular weapon in smaller games but is also useful in larger matches thanks to its piercing property.

Tactics

Using Rolling Cutter

As they can only be thrown one at a time, making your throws count is crucial. Try to aim where your enemy is strafing towards. One direct hit can sometimes cause an instant kill. Be prepared to run if you miss, though! It is also great to use when Robot Masters are huddled together during combat. Just toss that Rolling Cutter in there and watch the frag count rise!

Vs. Rolling Cutter

Back away from your opponent and watch which direction the Rolling Cutter goes. If it passes you and ends up behind you, be prepared to dodge as it may hit you on the way back to its owner. Powerful close range weapons can counter it if you're fast enough. If the owner dies, the Rolling Cutter disappears as well. You can jump over the Rolling Cutter if your reactions are up to scratch--just make sure you have enough room!

Code

actor RollingCutterWep : MegaBuster 10056
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 4
Weapon.AmmoGive 112
Weapon.SlotNumber 4
Obituary "%o was sliced and diced by %k's rolling cutter."
Inventory.Pickupmessage "Power up! Rolling Cutter!"
weapon.ammotype "RollingCutterAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "RCUTSI"
Scale 2.0
States
{
Spawn:
WEA2 F 1
loop
Ready:
BUSH S 0 ACS_ExecuteAlways(998,0,25)
BUSH S 0 A_JumpIfNoAmmo("NoAmmo")
BUSH S 0 A_TakeInventory("CutterFlag",999)
BUSH S 1 A_WeaponReady
Goto Ready+2
ReadyNoAmmo:
BUS2 B 1 A_WeaponReady
BUS2 B 0 A_JumpIfNoAmmo("ReadyNoAmmo")
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BUSH S 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BUSH S 1 A_Raise
Loop
Fire:
BUSH S 0 A_JumpIfNoAmmo("NoAmmo")
BUSH T 2 A_FireCustomMissile("RollingCutter",0,1,8,0)
BUSH UVWXY 2
Goto Check
Check:
TNT1 A 1 A_GiveInventory("CutterFlag",1)
TNT1 A 0 A_JumpIfInventory("CutterFlag",300,"Return")
Goto Check
Return:
BUSH Y 0 A_TakeInventory("CutterFlag",999)
BUSH YZ 2 
BUSH S 0 A_Refire
Goto Ready+1
NoAmmo:
BUS2 B 1 ACS_Execute(979,0)
Goto ReadyNoAmmo
}
}

actor RollingCutterAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor RollingCutter
{
PROJECTILE
Radius 8
Height 8
scale 2.5
damage (0)
+DONTSPLASH
+DOOMBOUNCE
+RIPPER
+DONTBLAST
+NOTARGETSWITCH
+SKYEXPLODE
meleerange 12
reactiontime 48
//+FLOAT
damagetype "RollingCutter"
speed 22
FloatSpeed 16
bouncefactor 1.0
wallbouncefactor 1.0
States
{
Spawn:
RCUT A 0
RCUT A 0 A_PlaySound("weapon/rollingcutter")
RCUT A 0 A_JumpIfInTargetInventory("CutterFlag",999,"Death")
RCUT AAAA 1 A_SpawnItemEx("RollingCutterDamager",0,0,0,2,0,0)
RCUT BBBB 1 A_SpawnItemEx("RollingCutterDamager",0,0,0,2,0,0)
RCUT CCCC 1 A_SpawnItemEx("RollingCutterDamager",0,0,0,2,0,0)
RCUT DDDD 1 A_SpawnItemEx("RollingCutterDamager",0,0,0,2,0,0)
RCUT A 0 A_PlaySound("weapon/rollingcutter")
RCUT A 0 A_JumpIfInTargetInventory("CutterFlag",999,"Death")
RCUT AAAA 1 A_SpawnItemEx("RollingCutterDamager",0,0,0,2,0,0)
RCUT BBBB 1 A_SpawnItemEx("RollingCutterDamager",0,0,0,2,0,0)
RCUT A 0 A_CustomMissile("ReturningCutter",0,0,0,0)
stop
Death:
RCUT A 0 A_GiveToTarget("CutterFlag",999)
stop
}
}

actor ReturningCutter : RollingCutter
{
radius 0
height 0
speed 24
damagetype "RollingCutter"
damage 0
+DONTSPLASH
+NOINTERACTION
States
{
Spawn:
RCUT A 0
RCUT A 0 A_FaceTarget
RCUT A 0 A_JumpIfCloser(60,"Death")
RCUT CCCC 1 A_SpawnItemEx("RollingCutterDamager",0,0,0,2,0,0)
RCUT A 0 A_JumpIfInTargetInventory("CutterFlag",999,"Death")
RCUT A 0 A_FaceTarget
RCUT A 0 A_JumpIfCloser(60,"Death")
RCUT DDDD 1 A_SpawnItemEx("RollingCutterDamager",0,0,0,2,0,0)
RCUT A 0 A_Countdown
RCUT A 0 A_JumpIfInTargetInventory("CutterFlag",999,"Death")
RCUT A 0 A_FaceTarget
RCUT A 0 A_JumpIfCloser(60,"Death")
RCUT A 0 A_PlaySound("weapon/rollingcutter")
RCUT AAAA 1 A_SpawnItemEx("RollingCutterDamager",0,0,0,2,0,0)
RCUT A 0 A_JumpIfInTargetInventory("CutterFlag",999,"Death")
RCUT A 0 A_FaceTarget
RCUT A 0 A_JumpIfCloser(60,"Death")
RCUT BBBB 1 A_SpawnItemEx("RollingCutterDamager",0,0,0,2,0,0)
RCUT A 0 A_JumpIfInTargetInventory("CutterFlag",999,"Death")
RCUT A 0 A_CustomMissile("ReturningCutter",0,0,0,0)
stop
}
}

actor RollingCutterDamager
{
PROJECTILE
damagetype "RollingCutter"
+RIPPER
damage (12)
radius 16
height 16
States
{
Spawn:
TNT1 A 2
stop
}
}

actor CutterFlag : Inventory
{
inventory.amount 1
inventory.maxamount 999
}

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